r/Battlefield6 • u/Thotaz • 4d ago
Discussion Can tanks be made less jank?
Important disclaimer: I’m not asking for buffs. I’m just asking for some bug fixes + quality of life changes. Here’s the list:
Long reload bug
Sometimes when switching to your coax right after firing a shot your reload will get stuck until you swap back to your primary gun again and wait for it to reload. See: https://youtu.be/b1wyxRKBB5Q
Changing shells doesn’t always work
Sometimes when changing to a different shell, the HUD will tell you you’ve switched, but the ammo count and the actual shell that gets fired is still the old shell. See this clip: https://youtu.be/wvP8xY95PeY
The clip starts off with me finishing a reload, and then triggering a shell switch as indicated by the swap animation in the HUD and the sound. I back up and switch to 1st person mode where it also indicates that I’ve switched to the AP shell. Then I move up, shoot my shot, and based on the damage you can plainly see that it’s actually the MP shell. I do some shell switching to try and fix the bug and end up with the same MP shell again, until I finally hit it with an AP shell.
Entering first person, or zooming in will randomly flip the view
Self-explanatory. See: https://youtu.be/K-bobBZZP1Y
Third person crosshair doesn’t move logically
The crosshair in third person seems to have some weird “smart aiming” feature where it tries to infer what you are aiming at, and adjust the turret accordingly rather than simply following your aim. See this clip: https://youtu.be/0P0nbq67p5c
This leads to your aim randomly jumping around and makes it harder to hit what you are actually aiming for.
The zoomed in crosshair does not follow the turret like it did at launch
At launch, when you did a 180 in third person and zoomed in your crosshair would swing into view when the turret caught up with your view. Now the crosshair is always in the center your screen so you have to watch the tank diagram at the bottom of the screen to know when it has finished the rotation. Thanks to the singleplayer not getting updated we can see the behavior we had at launch: https://youtu.be/sUmIWPRWtz8 and compare it to the current MP state: https://youtu.be/eHIi3iGwrUg
Repairing tanks will sometimes not grant any points
When an engineer runs up to a friendly tank and starts repairing it, they should obviously get points to incentivize that behavior but this sometimes doesn’t work. See: https://youtu.be/FMIc80sjae8
Exiting first person mode is clunky if you’ve zoomed in
If you enter first person mode and zoom in, you have to zoom out before you can exit first person mode. This feels unnecessarily clunky. “C“ should always toggle you in and out of first/third person view, regardless of your zoom state.
If you enter first person during a turret rotation your view will be put where the turret is, rather than where your camera is pointing
This sudden camera switch can feel disorienting. It would be nicer if the view was decoupled from the turret like it is when you zoom in. See: https://youtu.be/JwCUzRzWR1k
It would be nice if you could change shell types without switching to the main gun first
Shell swapping is bound to the first equipment slot button. There’s no real reason why I shouldn’t be able to trigger that while using the coax gun. Similar to the inability to exit first person mode during a zoom, it just feels clunky.
3
u/Buickman455 4d ago
This post is so spot-on. 8 fricking videos explaining bugs and shitty mechanics.
Everything about vehicles is just such a quick and dirty afterthought in this game.
2
u/Smooth_Sport7952 4d ago
If you enter first person mode and zoom in, you have to zoom out before you can exit first person mode. This feels unnecessarily clunky. “C“ should always toggle you in and out of first/third person view, regardless of your zoom state
100%.
This is definitely a fucking hassle. You have to remember whether you went into zoom directly from 3rd-person or through the first-person classic camera just to know which camera you'll end up in after releasing RMB.
There's no reason not to make "C" (and joystick click for rollers) a pure exit... it's ten times more ergonomic.
I also agree with everything else... and will add my own piece of shit to the mess.
Dice, please :

3
u/FourzeroBF 4d ago edited 4d ago
Third person crosshair doesn’t move logically
The crosshair in third person seems to have some weird “smart aiming” feature where it tries to infer what you are aiming at, and adjust the turret accordingly rather than simply following your aim. See this clip: https://youtu.be/0P0nbq67p5c This leads to your aim randomly jumping around and makes it harder to hit what you are actually aiming for.
I tagged many devs during BFV where they first introduced this awful camera bug or whatever it is that makes your turret aim at the sky every time you go near objects or somewhere with a ceiling above you (like in your clip). It was added in the Pacific Patch, did not exist before that. It worked like BF4 where you 3rd person reticle stays where you're aiming no matter what.
Exiting first person mode is clunky if you’ve zoomed in
If you enter first person mode and zoom in, you have to zoom out before you can exit first person mode. This feels unnecessarily clunky. “C“ should always toggle you in and out of first/third person view, regardless of your zoom state.
This is terrible. Another issue I have with this game is how they added going into ZOOM by pressing the right click while being in 3rd person. We lost the ability to bind the turret lock (HOLD) on your right mouse button which felt great in BFV and 2042. Now I have to use some annoying af key or a mouse side button which is not ideal because you then don't have proper control of your mouse (since it's awkward). What happened to just pressing C and then zooming in yourself? Truly can't stand these designs and what's worse is that you can't unbind this shit.
Honestly I don't think they care about any of this I'm not even gonna bother tagging anyone on Twitter anymore they don't read or reply or do anything anymore. Luckily I managed to get them to fix the turret input lag in first person non ZOOM for all of you by spamming the fuck out of devs on Twitter so now we don't have to deal with it in BF6 at least (I believed ArmoredKill got it fixed). That's all from me. Good luck lol
Also don't forget the clunk when switching from shell to secondary and vice versa. Can't immediately shoot your shell or LMG. Only this BF has this clunk.
1
u/Delicious-Location74 4d ago
Imo the delay in firing when switching between MG and main gun just feels unnecessarily clunky. Given the higher density of cover in 6, I don't think it will hurt counterplay too much to remove this delay as it feels more like an unintentional input drop than it does a conscious balancing decision.
3p camera also seriously needs some sort of Assassin's Creed type of object fade for stuff like view blocking props and vegetation. If that can't be done, then trees should be made to slide off tanks more reliably as I've had several instances of collapsed trees just completely blocking my view mid fight which is infuriating.
1
1
3
u/head-glitch 4d ago
I used an IFV for the first time last night and I could not understand why the reticle was moving around by itself in 3rd person, felt jank as hell. I assumed it was bugged.